Michael Sayre wrote:
But you couldn't pick aldori with unconventional weaponry in the first place no? From the guide Pathfinder Core Rulebook
Uncommon:
Gary Bush wrote:
I looked into said animal companion and I had a lot of trouble to figure out what should be his damage and stats and I ended up just doing something else Way back and I had no answer
I wish the list could be changed soon since even if I do have access to a kukri with my rogue from a boon. the only way I can be expert with it is with unconventional weaponry which I can't select. There no dedication or feat allowing me to use martial weapon that would allow me at some reasonable point turn expert while that feat lower it to simple. ( Hope I make sense)
I know it old thread but with hireling boon and professional hireling if I pick combat medic can he heal in combat? The hireling does not participate directly in combat, cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks. Just want to make sure we have a game that will be short on healer and it could be my solution to help
Philippe Lam wrote:
Let say I want to join that discord anyone got a link?
Gary Bush wrote:
I would think no too since you can't keep it and have to sell it back and no longer have access to it. Only thing I could see is if you pay again. the one that received the item. loose it too and so on but that worth the question and I really doubt it would work
Just curious for the avid collector boon it is a chronicle? Just want to make sure which buying guidelines apply Any uncommon equipment in sanctioned Pathfinder content with an item level equal to or less than your character’s level (minimum 2); your character must have access to this uncommon equipment such as through meeting its Access condition. Any equipment listed on your character’s Chronicle sheets with an item level equal to or less than your character’s level + 2. Some items found on Chronicle sheets are available for purchase only a limited number of times. Weapon and Armor found on chronicle sheets can be upgraded following the normal rules for upgrading.
My question for this boon is about if we can use it for a common item. Let say I have a reward for a specific +1 weapon or armor. I don't mind to pay the 4 fame but just want to make sure I can. As of right now there an uncommon striking weapon that I could do it. The cost of this boon is 4 Fame for an uncommon option, 8 Fame for a rare option, and 12 Fame for a unique option. Special You can purchase this boon multiple times. Each time you bequeath a different character option.
Race Dorsey wrote:
So that leave nimble dodge as the exception of doing before the result
Gary Bush wrote:
Using the other side would be a no again. Because when I prepare with tiles I out them already in order. All I have left is to drop them on the table. If I needed a tiles whatever the side on a second map for the same scenario it kind of make it longer to prepare I have to make sure to grab those from the layout. Plus I like to drop all the maps ahead on the table so the top one hide etc and it a better flow
Watery Soup wrote:
Just hit refresh to sync your point and you will drop by half haha
Nefreet wrote:
as someone who did a lot of tournament you cannot proxy any card in a tournament only thing close to it is 2 faced card that had special card to mark which one it is and you need the real card in your deck box. it was only allowed so you dont get a penalty because we could see the card through the sleeves
Online Guide Team Lead - JTT wrote:
might be me but as it written skip to You can then skip to step 5 but then at 6 you apply the calculation of 4. not sure how to make it more clear tough
the reward:
I have an issue with the fiery leopard that we can use for pfs. I'm trying to use it for my level 2 druid using order explorer. Should I use his d8 for the jaws and the build in grab my guess if yes.same for the immunity and weakness. But what is puzzling me is the fire damage for the jaws and claw. Should I just add 1 extra fire damage or replace one of the damage for fire and is there something else I'm not thinking about? So any help about this is welcome
i did GM the first quest we had a level 1 with level bump, 3 level 2, and 2 level 3 and it was a nightmare. they barely made it alive plus an issue with a certain creature which i have already commented here https://paizo.com/threads/rzs42o0n?PF2-1A-Sandstone-Secret they were very shocked by how they were mostly always critted by first attack.
Nefreet wrote:
I also think we don't have hero point for downtime but i could see it being the other way.
From the guide : These negative effects must be cleared at the end of the adventure or the character must be reported as “dead,” unable to continue adventuring in Pathfinder Society organized play. Most of these negative effects can be cleared by spending Fame for the appropriate service on Table 2: All-Factions Boons it written most can be cleared but right now the only boon is for resurrection
Robert Hetherington wrote: After the scenario The society takes care of your lingering curses/diseases etc. except this is written in the guide Negative Effects The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime. The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618–623) acquired during the course of the adventure.curse is being listed. and in the next part of the guide
except there is no such boon yet for a curse…. this seam problematic to me.
We just played this scenario and when we met when we met: The mummy guardian, the group had quite a challenge but they did overcome it. The issue i have is with this ability Mummy Rot (curse, disease, divine, necromancy, negative)
This disease and any damage from it can’t be healed until this curse is removed. A creature killed by mummy rot turns to dust and can’t be resurrected except by a 7thlevel resurrect ritual or similar magic. Saving Throw DC 22 Fortitude; Stage 1 carrier with no ill effect (1 minute); Stage 2 4d6 negative damage and stupefied 1 (1 day) No one was high level enough to remove a curse, there is no fame for such a service and the service would be 40 gold. Many player level 3 don't have enough gold to remove such curse. it can kill a lot of player. so is it really intended to be that hard?
fine but then why not just write the weapon also gain the weapon special property instead of weapon properties. the term properties tto my knowledge had never been written for something specific and even the exemple such as is not limiting to a kind a properties but only 1 of them but i dont disagree that it only apply for the special keyword but just disapoint by the wording on the feat
in the wilderness origins there the feat weapon shift and i have a few question about it when it state :
does it incluse the crit range for exemple a weapon 18-20 would the natural attack also turn 18-20 crit range and let say adamantite weapon would it give the natural weapon the adamantine property in order to bypass dr?
About Edouard "Edward" TrebaolName : Edouard "Edward" Trebaol
Road of Humanity Appearance: Spoiler:
Very much appears a young lad of 11 years old, obviously of Romani (Gypsy) descent, with a swarthy complexion, dark hair and black eyes. He wears simple clothing that is tattered, he blends in with all the other street children and orphans in the area, often trade clothing so as to throw off any witnesses. Concept: Spoiler:
Orphaned Romani (Gypsy) boy embraced by a strange Ravnos. The artful dodger from Oliver Twist meets classic horror. Timeline (rough) Spoiler:
Born: 1185 Orphaned: 1195 Embraced: 1196 Accepted into the fief of York: 1197 Quotes: Spoiler:
"Pardon sir, no I never heard such." "Wow! You don't say." "Thats good, I thinks, but what's it mean?" "Not ever heard of as such." "Reg'lar do, sir; artful dodge." Sire Spoiler:
Sire was a man he called "Uncle" a slender tall dark skinned man, with a hook nose who wore a long coat, boots, and a wide brimmed hat. Over his dark eyes were thick and contorted eyebrows...Possibly the wanted female Ravnos Marie Delroy. Blood Pool 15 / 3-points/turn
Dodge: 6
Soak (stamina + fortitude)
Melee hatchet
Due to his Romani lifestyle and Ravnos clan he almost can not help but engage in some form of petty larcency, whether by hook or by crook; though anyone dealing with him should be more than fully aware of this fact. Initiative pool = 6 (Wits + alertness) Attributes: 7/5/3
Physical (5) Strength 2 - Dexterity 3 - Stamina 3 Social (3) Charisma 2 – Manipulation 2 - Appearance 2
Knowledge (9): Academics 1, Hearth Wisdom 3, Investigation- , Law- , Medicine- , Occult 3, Politics - , Seneschal-, Theology- ,
Secondary Skills (0): Fortune telling 1, Panhandling 1, *tracking 1, *herbalism 1 Disciplines:
Background
Virtues: (7)(all start at 1) Conscience 2 , Self Control 5 , Courage 3
Freebie Points: (15) spent without considering merits
Flaws: Child (3), Short (1), Incomplete understanding (1), New kid (1), Infamous sire (1) , Absent- minded (3)* Merits: Blush of health (2)*, Eat food (1) Harmless (1), Precocious-disciplines(3)*, Fast learner (3) *Note on merits/flaws, I am attributing the marked merits/flaws to the mind-expanding influence of the Deltumnimos the magical potion given this lad in preparation for him to become a Romani mage. Child, Short, Infamous Sire, Blush of Health, Eat Food and Harmless are all in the Dark Ages Main Book. Absent Minded and Fast Learner are in the Vampire Players Guide (I believe the 2nd edition version). Precocious 20th Edition Vampire the Masquerade. New Kid and Incomplete Understanding Guide to the Camarilla. 2/27/14 3 xp: 2 for posting regularly and 1 for roleplaying Retainers:
Spoiler:
Attributes 6/4/3; Abilities 11/7/4
All have features similar to Edward. Vadoma
Abilities: 11/7/4
Petrio
Abilities: 11/7/4
Romo
Abilities: 11/7/4
In York there are more or less about 20 street urchins exist all of whom know of and look to "the four" in the event of trouble or during hard times. The street urchins pay tribute to the four which provides some measure of resources(0). Equipment:
History: Spoiler:
Edouard "Edward" was a young Romani (gypsy) boy traveling the country with his family the Trebaol. His mother Magdala was an expert at cold readings/fortune telling, his father Comos, was Phuri Dae (a mage) and full of wonderous tales well told. He learned from them the apparent magic occuring in front of the ones seeing it and the true magic occuring beyond the awareness of the individual as they were shown one thing while it was actually another. Unbeknownst to Edward his family had made some terrible enemy, and that was the reason they were so far from their traditional routes of travel. Edouard was in line to become either a Drabarne or Dukkerin (gypsy mage); and as such had been through several secret rites and rituals as well as being given the Deltumnimos (a magic potion which expands the mind). The same night he had drank the potion...his family was attacked in the middle of the night, while encamped in a remote location, (near Blyth/Newcastle) to the North of York. Edward remembers very little about that night, the terrible monsters and the blood and violence and screams all jumble together in no form of order. He remembers running away. Most of the night and next day were spent in a twisting mental stupor as the magic coursed through his veins and altered his mind. ****Alternatively DM could rule that the family was not killed, instead "Uncle" kidnapped Edward through the Chimistry using horrid reality, that protective magic prevented the family from being attacked/killed and made actual abduction impossible...regardless Edward is soon to have the realization himself that it is a possibility***** Edward managed to survive for first weeks, that turned slowly into months and then nearly a year. Edward survived the wilds alone using his wits and all the training he had learned. A year after the carnage that had claimed his family, on the open road he was approached one night by a man claiming to be a distant cousin, though he began calling him "Uncle". Uncle spent the evenings with him but was never to be found in the day, this cycle of spending his days alone and the evenings with "Uncle" continued for about a month. After that month "Uncle" embraced Edward and began teaching him what his new life would be. "Uncle" was a suspcious sort and revealed next to nothing about himself to Edward, even after embracing him. "Uncle" the Ravnos sire of Edward told him most general information about the kindred (structure, clans, traditions, roads), but never going into any details about the places in which clans disagree, he did however share traditions and stories from the book of nod. "Uncle" taught him the road of bones to quell the hungery beast within. Uncle took a great liking to his Childe and for whatever reason (perhaps it was the great knowledge of hearth wisdom) Edward was amazingly keen and quick to learn disciplines. "Uncle" had actually not intended to teach him Chimistry at all, but Edward pieced enough of the rare insights together to start down that path (Perhaps it was the exposure to the magical potion that opened Edward to Chimistry). Once Edward had shown "Uncle" his ability to create a simple illusion, Uncle never returned. So in coming to York, Edward knew enough of the traditions to present himself to the ruler, and knowing very little he was able to gain admittance to York though those assembled in the court scoffed over and over about the "Gypsy" child. Great debate raged over how one was to feel about or regard such a lowly creature. With lots of mocking laughter the little "beggar boy" was admitted. Baron John pointedly forbade Edward to sire any childe within York. At first an agent of the Baron watched over his begging, petty larceny, and other activities, eventually though he was forgotten being of no special interest or consequence.
***Presented to Baron John *** Has not occured in game
Spoiler:
******* Edward found York and took to begging and getting by as best he could. He settled into York proper, and the alley known as the shambles specifically, taking upon himself the leadership of a band of rascals and street urchins, though he does not lead them directly he tells them stories, has them listen to gossip all over the town and collects the information on all that occurs. The band of children are his retainers/herd, though he does not turn them nor power any as ghouls, as that might obtain unwanted attention. This "gang" has domains in abandoned buildings throughout the city, and a few of those are connected to the sewers and mines below the city, his one and only contact in the city is a nosferatu that lives a lonely existence in the world below. Edouard helps the nosferatu to find easy prey and avoid the vampires above, in exchange the nosferatu taught him a discipline unknown to his master. He had wondered about the truth of the teaching he received, and it was truth the nosferatu could hide at will. This one, Nostros claims to have been a mortal, a warrior in the roman army, when York was founded by the Romans under the name of Eboracum in 71 AD. (possibly a lying gangrel or crazy malkavian with knowledge of obfuscation)........(PC or NPC, DM fiat) Edward keeps up with travelers entering and exiting the city, as he hopes one day to spot one of the gypsy clans of his relatives. He is also watching for potential competition and easy marks. The other thing he is on watch for is other nosferatu, or one who Nostros might take as his childe. The pact between these two clans (individuals) is important. Edward and his retainers follow try to remain unnoticed within the city. Edward is training his retainer as a potential childe of his own, or at least a group of adults who will remain loyal retainers. Edward along with his retainers are the core group of the other homeless, vagrant, and miscreant children living in York proper. Thus far he has selected his core group of three for those of Romani desent who have features close to his own and of a range of ages, that seemed to be either talented or skilled in some manner, he has taught them all to read and he instructs them in stealing books that he might like to read. Romani Lexicon taken from "World Of Darkness: Gypsies" Amria - A curse of violent oath
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